這是我在這裏的第一篇文章,但我正在試圖解決這個問題的牆壁撞我的頭。下面的代碼是我的一個令人難以置信的簡單的Opengl ES 2.0應用程序的片段着色器。頂點着色器完成所有常見業務。問題在於高光反射,它正在對每個頂點的基礎上執行計算,而不是每個片段。如果有人能向我解釋爲什麼會發生這種情況,我將不勝感激。謝謝。opengl es 2.0鏡面照明
順便說一句,對於效率低下的代碼感到抱歉,我只是回到照明的基礎知識來試圖跟蹤這個問題。
precision highp float;
struct DirectionLight
{
vec4 Ambient;
vec4 Diffuse;
vec4 Specular;
};
struct Material
{
vec4 Ambient;
vec4 Diffuse;
vec4 Specular;
float SpecularExponent;
};
const float c_zero = 0.0;
const float c_one = 1.0;
uniform DirectionLight u_directionLight;
uniform Material u_material;
uniform sampler2D u_texture;
uniform vec3 u_lightPosition;
uniform vec3 u_eyePosition;
varying vec3 v_position;
varying vec3 v_normal;
varying vec2 v_texCoord;
void main()
{
vec4 totalLight = vec4(c_zero, c_zero, c_zero, c_zero);
vec4 ambient = vec4(c_zero, c_zero, c_zero, c_zero);
vec4 diffuse = vec4(c_zero, c_zero, c_zero, c_zero);
vec4 specular = vec4(c_zero, c_zero, c_zero, c_zero);
vec3 halfPlane = vec3(c_zero, c_zero, c_zero);
halfPlane = normalize(u_eyePosition + u_lightPosition);
float distance = length(u_lightPosition - v_position);
float attenuation = c_one/(c_one + (0.1 * distance) + (0.01 * distance * distance));
vec3 lightVector = normalize(u_lightPosition - v_position);
float ndotl = max(dot(v_normal, lightVector), 0.1);
float ndoth = max(dot(v_normal, halfPlane), 0.1);
ambient = u_directionLight.Ambient * u_material.Ambient;
diffuse = ndotl * u_directionLight.Diffuse * u_material.Diffuse;
if(ndoth > c_zero)
{
specular = pow(ndoth, u_material.SpecularExponent) * u_directionLight.Specular * u_material.Specular;
}
totalLight = ambient + ((diffuse + specular) * attenuation);
gl_FragColor = totalLight;// * (texture2D(u_texture, v_texCoord));
}
能否請您分享您的固定代碼。 – Nishant 2015-06-09 07:15:40